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LexManos

Forge Code God
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Everything posted by LexManos

  1. 1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  2. Some zip managers like to take control of the .jar file extension away from Java. Make sure you have Java installed and try running Jarfix once, then try the installer again.
  3. Something in your connection is blocking adfocus, probably a network adblock or something. Just use the direct links on the main list of files.
  4. Ya, there are a few things you can do. But not much we can do on our end. By a mod, i mean a one off mod that forces the dimensions back into the registry. However, re-adding it to the dimensions to the level.dat should be simple enough if you just wanna load it with Just forge. You could make a new world, and then copy the domensions part of the NBT over.
  5. Alright so, digging into things. This appears to be a vanilla issue that is exposed/exasperated by mods. If you'll notice in your level.dat, there is literally just one dimension registered. As such, Minecraft literally doesn't know what to do with the nether/end portals. As the world they are trying to send you to don't exist. This is caused by Mojang's switch to data driven dimensions. It appears the reader/writer for the dimensions just nuked your data sometime in the past. The only way to resolve this is to inject that data into level.dat again. Be it via a mod or doing it manually. I'll keep looking into what could of caused this and what we can do to mitigate it, but I think it's something that I have to bring up to Mojang and hope they fix in their codec system.
  6. Please upload the world as a zip file, I don't feel like paying for mediafire or spending 2 hours downloading the files one by one. Also include your log file.
  7. If it is a world without mods, then post the download here and we can take a look. There is a vanilla issue that is the deserializer breaks for dimensions/biomes that subsequent dimensions/biomes will not load. So, if you added a mod, that added a dimension, and then removed that mod, it'll break things.
  8. This is correct, # denotes that it's referencing another tag. Not the item itself. There is nothing wrong here.
  9. Forge Version: 34.1.0 Minecraft Version: 1.16.3 Downloads: Changelog: (Direct) Installer: (AdFocus) (Direct) MDK: (AdFocus) (Direct) Intro: Hello everyone, it's finally that time. A recommended 1.16 build is here. We had to wait longer then I wanted to because there were a lot of problems with the initial 1.16 release from Mojang, enough that it was obvious that a .1/.2 was needed. So we waited for Mojang to stabilize the 1.16 branch, out came .1, .2, and .3. Each one same with its own surprises, the main one we have to mention is 1.16.2's major re-write to biomes. Allowing them to now be data driven. This is a very powerful thing that moves Minecraft to a more flexible state, but it also meant all our old hooks had to be re-designed. Every Minecraft version moves towards a better engine, but unfortunately that means we have to work with the interim steps. So if there are any issues modders face with Biomes/Worlds now being mostly data driven, speak up an expect a few iterations of the tools Forge provides you for these things. But remember, now that we are in a Recommended Build it means Forge will stay stable API wise for the rest of the 1.16 lifecycle. Mod License: There has always been little skirmishes about what license a particular mod is released under. To try and help address that, we have now made it mandatory that mods specify a "license" value in their mods.toml. That is the text file containing metadata about the mod, such as version, name, author, etc. This is a simple text entry, it can be anything the modder wishes as long as it is present. The MDK ships with it filled in for you with "All Rights Reserved" which is the default copyright stance in almost every jurisdiction. I highly encourage modders to take a moment and think about how they want their mod to be used, modified, and distributed. And then pick a license that properly expresses their wishes. If you want a open source license https://choosealicense.com/ can help you pick. However, it is your mod, so whatever license you want is fine. Please do not take this as a push to one style or another. Simple as a reminder to choose something and let your users know. Support: With this being released, it officially triggers our support policies as described in the LTS post. This means that 1.14 is now EOL. It can still be used and developed for. It just means that we no longer provide active support for it. And we encourage all users/modders to update to a more modern version. Changelog: New: New model loading system with improved performance and functionality. Reorganized mod loading to increase loading speeds and better integrate with vanilla threading. New armor knockback resistance hooks Added custom item integration with Piglin trades. Added support for items to have pumpkin-enderman like behavior. Added build system verification tools. Added event for controlling data/asset reloading. Added hook to add modded Raid members. Added a dedicated event for registering commands. Added Mixin to the installer. Added event for entities leaving the world. Added IModBusEvent marker interface to all events that are fired on the ModEventBus vs the main Forge bus. Added mandatory (1.16.2+) license field in mods.toml Added support for modded elytra-like items. Added hook to allow Biomes to specify edges better. Added hook to allow better block control over tool-block interactions. Added hook for manipulating whether a fluid can create a source block. Added an EntitySizeEvent instead of EntityHeightEvent Added user friendly exceptions when config loading fails Added particle culling, which should increase performance by not rendering particles that are not on screen. Added better datagen validation for tags. Added dataprovider for global loot modifiers Added scaffolding movement hook Added support for custom tag types Added BiomeLoadingEvent, that allows for mods to edit biomes. Fixes: Fixed caching issue with mod manifest files. Improves starting times. Fixed vanilla models not correctly deferring to Forge's system. Fixed early load GUI showing when running data generators Fixed block update issues related to reverting with BlockSnapshot Fixed locate command patch. Fixed block drops not working in some cases. Fixed villager trades having non-applicable enchants Fixed tooltip rendering issues Fixed sneaking while swimming Fixed harvest level and harvest tool Fixed screen tooltip not displaying Fixed creative screen arrows Fixed attribute registration on modded entities Fixed block render types not being applied to block items Fixed swimming speed being too slow Fixed break speed event having null position Fixed tag issue when connect to vanilla server Fixed some classes being unsafe in concurrent loading Fixed capability data being null in player clone event Fixed double chests updating issues Fixed language parsing Fixed datagen crashing due to tags Fixed client chat received event not having the sender UUID Fixed loading screen color and text to match new Mojang Studio's colors. Fixed improper handling of baked lighting in forge light pipeline Fixed getQuads not having model data Fixed tooltip render events not having matrixstacks Fixed multi-layer item rendering Fixed stencil support initialization Fixed swap offhand keybinds not working in GUI Fixed null checks missing in ForgeIngameGUI Fixed incorrect keybind names Fixed LivingEquipmentChangeEvent not being posted Fixed canRepair not being true by default Fixed race condition for DeferredRegister with custom registries Fixed client world capabilities not being collected Fixed TagEmptyCondition using client tags and not server Fixed ExtendedButton using narrator text Fixed LivingJumpEvent for players on horses Fixed duplicate mod files from mod file scan causing objects to load twice. Fixed model & blockstate datagen inconsistencies Fixed datapacks being not loaded correctly in the Datapack menu screen Fixed soundloadevent being posted on the wrong bus Fixed chunkdataevents using different data tags Fixed patch for PlayerSetSpawnEvent Fixed custom burnable blocks. Fixed modded overworld biomes not generating Fixed ClimberPathNavigator spinning when mob width is small Fixed SleepingTimeCheckEvent not being fired in initial sleep test Fixed biome generation error Fixed cats not having the AnimalTameEvent fired Fixed rail rotations Fixed errors being hidden by mods not being shutdown Fixed rendertickevent using wrong partial ticks when game is paused Fixed missing outdated notification in the main menu “mod” button Fixed debug world not generating modded blocks Fixed hoes and new 1.16 blocks not having proper harvest levels Fixed dry farmland being destroyed even with crops into it Fixed handling of the ModelRegistryEvent Fixed InvalidModFileException not saying which mod was invalid Fixed the client rejecting the server, because of missing tags. Fixed config iteration order Fixed logging issues with pack.png loading for mod datapacks Fixed DelegatingResourcePack performance Fixed LazyOptional not being clear which operations were actually lazy. Fixed the HighlightEntity Event not being fired Fixed minor bugs with bamboos, enchantments, and conduits Fixed RenderNameplateEvent not having partial ticks Fixed duplicate tag wrappers causing a crash Fixed custom teleporters crashing Fixed zip paths crashes. Fixed modloading crash reports with QOL tweaks Fixed crashed with tile entities with no collision boxes Fixed forge tooltip util. Fixed model to baked model inconsistencies. Fixed json biomes not setting a registry name correctly. Fixed forge GuiUtils not using MatrixStacks Fixed fluid filling sounds Fixed some inner biome fields not being accessible Fixed world rendering potentially causing a crash Fixed CommandEvent’s result not being used Fixed container items being consumed in brewing stands Fixed forge light pipeline causing block offsets twice Fixed ToggleableKeyBinding’s differences with vanilla Fixed issues with custom tag types and optional tags. Fixed some inner biome fields still being immutable. Fixed grass disappearing when forge config alwaysSetupTerrainOffThread was true
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  10. Really old Minecraft versions are no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  11. Core modding, is not encouraged or endorsed on this forum. Forge is designed to give you the hooks you need. If it doesn't you should think about what you're trying to do, talk to the others in the community, and work together to come up with a solution that can be integrated into Forge.
  12. There will always be fake sites, welcome to the internet. You don't need to give them advertisement by linking them.
  13. 1) Don't yell. 2) I have no idea what you're talking about, you need to articulate your ideas better. If you're saying we should make a installer that installs all versions of Forge from a single application. No.
  14. 1.7 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  15. You should NEVER use numeric ids for any registry objects. Use the proper item references.
  16. You'll have to be more specific on what you think we changed to make the xbox app not detect Minecraft anymore. Because it does indeed detect it and run fine on my machine. I just assumed it did it for any full screen OpenGL/DirectX program it detected. Perhaps someone who knows rendering can double check.
  17. 1.12 is no longer supported on this forum. Please update to a modern version of Minecraft to receive support.
  18. the install process changed in 1.13+ The 'universal' jar is now in the libraries folder. And the 'unnamed' jar is what you run instead.
  19. Forge's API will continue as it always has been. Reacting and adapting to Minecraft's changes. Forge is NOT an abstraction layer. We are changes and extensions of Vanilla's API/Features. When those features change, so do we. Also, remember that Minecraft's NOT designed with modding in mind. They do some things with us in the back of their mind but a lot of the time their changes fundamentally break what we do. Basically, When Vanilla breaks things, there isn't anything we can do about it.
  20. Then something else is going on, because that's how what our installer does. https://github.com/MinecraftForge/Installer/blob/2.0/src/main/java/net/minecraftforge/installer/actions/ClientInstall.java#L165-L183 It finds a profile with the name "Forge", creating it if it doesn't exist. And only edits that profile.
  21. You don't. That's the point. Minecraft should be treated as a library. You should write your mod in a way that doesn't break other things. If you can't do something then think about what you're doing and see if it'd be a good fit to include in Forge. As Forge is designed to fill in the gaps where vanilla api fails. Also, you don't need to edit GuiButton to have a "custom gui button" This is java.. you can extend the object and change whatever you want. To use those changes just use your subclass instead of vanilla's.
  22. Do not buy any Minecraft Launcher. Anything that charges you money is either a scam or doing something horribly wrong. Use the vanilla launcher from Mojang. https://www.minecraft.net/en-us/get-minecraft/
  23. We only edit ONE profile in the launcher, "Forge". We do not touch others. So if you want custom profile setups just use a different name.
  24. 1) Update to a modern version 1.12 isn't supported. 2) We are not gunna make exe installers again for a few reasons. Namely windows throws up major warnings saying that anything that isnt signed by their whitelist is dangerous. And we have no way besides paying a unfeasible amount to get around that. And the exe never properly functioned how we wanted it to. So if someone can find solutions for that we may consider it. But the point of the exe installer was to lower our tech support issues. Which it hasn't, it just changed them to more agressive. Remember the jar works on every OS and the exe was just a wrapper to find java and run the jar.
  25. We've answered this a few times. As it sits, nothing has changed. The new terms are just as restrictive as the old ones are. So we're continuing as normal for now.
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